L L4D2node

DoesPathExistAlready

0x000d8120 · 348 bytes · __cdecl

_Z20DoesPathExistAlreadyPKcS0_

Decompiled

undefined (2 params)

/* DoesPathExistAlready(char const*, char const*) */

undefined1 DoesPathExistAlready(char *param_1,char *param_2)

{
  char cVar1;
  undefined1 uVar2;
  uint *puVar3;
  uint *puVar4;
  int iVar5;
  char *pcVar6;
  uint uVar7;
  uint uVar8;
  int in_GS_OFFSET;
  char acStack_2118 [4];
  uint local_2114 [65];
  char local_2010 [8192];
  int local_10;
  
  pcVar6 = local_2010;
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  V_strncpy(pcVar6,param_1,0x2000);
  V_FixSlashes(pcVar6,'/');
  V_strncpy((char *)local_2114,param_2,0x104);
  V_FixSlashes((char *)local_2114,'/');
  puVar4 = local_2114;
  if ((char)local_2114[0] != '\0') {
    do {
      puVar3 = puVar4;
      uVar7 = *puVar3 + 0xfefefeff & ~*puVar3;
      uVar8 = uVar7 & 0x80808080;
      puVar4 = puVar3 + 1;
    } while (uVar8 == 0);
    if ((uVar7 & 0x8080) == 0) {
      puVar4 = (uint *)((int)puVar3 + 6);
      uVar8 = uVar8 >> 0x10;
    }
    iVar5 = -(int)local_2114 - (uint)CARRY1((byte)uVar8,(byte)uVar8);
    if (*(char *)((int)puVar4 + (int)(acStack_2118 + iVar5)) == '/') {
      *(char *)((int)puVar4 + (int)(acStack_2118 + iVar5)) = '\0';
    }
  }
  do {
    iVar5 = V_stristr(pcVar6,(char *)local_2114);
    puVar4 = local_2114;
    if (iVar5 == 0) {
      uVar2 = 0;
      goto LAB_000d8250;
    }
    do {
      puVar3 = puVar4;
      uVar7 = *puVar3 + 0xfefefeff & ~*puVar3;
      uVar8 = uVar7 & 0x80808080;
      puVar4 = puVar3 + 1;
    } while (uVar8 == 0);
    if ((uVar7 & 0x8080) == 0) {
      puVar4 = (uint *)((int)puVar3 + 6);
      uVar8 = uVar8 >> 0x10;
    }
    pcVar6 = (char *)((int)puVar4 +
                     iVar5 + ((-3 - (uint)CARRY1((byte)uVar8,(byte)uVar8)) - (int)local_2114));
    cVar1 = *pcVar6;
    uVar2 = 1;
    if (cVar1 == '\0' || cVar1 == ';') goto LAB_000d8250;
  } while ((cVar1 != '/') || (pcVar6[1] != ';'));
  uVar2 = 1;
LAB_000d8250:
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return uVar2;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)